static gfx::Rect ViewportInLayerSpace(
const gfx::Transform& transform,
- gfx::Size device_viewport) {
+ const gfx::Size& device_viewport) {
gfx::Transform inverse;
if (!transform.GetInverse(&inverse))
gfx::RectF viewport_in_layer_space = MathUtil::ProjectClippedRect(
inverse, gfx::RectF(gfx::Point(0, 0), device_viewport));
-
return ToEnclosingRect(viewport_in_layer_space);
}
static scoped_ptr<TestablePictureLayerTiling> Create(
float contents_scale,
- gfx::Size layer_bounds,
+ const gfx::Size& layer_bounds,
PictureLayerTilingClient* client) {
return make_scoped_ptr(new TestablePictureLayerTiling(
contents_scale,
client));
}
+ using PictureLayerTiling::ComputeSkewport;
+
protected:
TestablePictureLayerTiling(float contents_scale,
- gfx::Size layer_bounds,
+ const gfx::Size& layer_bounds,
PictureLayerTilingClient* client)
: PictureLayerTiling(contents_scale, layer_bounds, client) { }
};
PictureLayerTilingIteratorTest() {}
virtual ~PictureLayerTilingIteratorTest() {}
- void Initialize(gfx::Size tile_size,
+ void Initialize(const gfx::Size& tile_size,
float contents_scale,
- gfx::Size layer_bounds) {
+ const gfx::Size& layer_bounds) {
client_.SetTileSize(tile_size);
tiling_ = TestablePictureLayerTiling::Create(contents_scale,
layer_bounds,
VerifyTilesExactlyCoverRect(rect_scale, dest_rect, clamped_rect);
}
+ void set_max_tiles_for_interest_area(size_t area) {
+ client_.set_max_tiles_for_interest_area(area);
+ }
+
protected:
FakePictureLayerTilingClient client_;
scoped_ptr<TestablePictureLayerTiling> tiling_;
VerifyTilesCoverNonContainedRect(0.5f, gfx::Rect(-1000, 100, 2000, 100));
}
+TEST(PictureLayerTilingTest, SkewportLimits) {
+ FakePictureLayerTilingClient client;
+ client.set_skewport_extrapolation_limit_in_content_pixels(75);
+ scoped_ptr<TestablePictureLayerTiling> tiling;
+
+ gfx::Rect viewport(0, 0, 100, 100);
+ gfx::Size layer_bounds(200, 200);
+
+ client.SetTileSize(gfx::Size(100, 100));
+ tiling = TestablePictureLayerTiling::Create(1.0f, layer_bounds, &client);
+
+ tiling->UpdateTilePriorities(ACTIVE_TREE, viewport, 1.f, 1.0);
+
+ // Move viewport down 50 pixels in 0.5 seconds.
+ gfx::Rect down_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(0, 50, 100, 100));
+
+ EXPECT_EQ(0, down_skewport.x());
+ EXPECT_EQ(50, down_skewport.y());
+ EXPECT_EQ(100, down_skewport.width());
+ EXPECT_EQ(175, down_skewport.height());
+ EXPECT_TRUE(down_skewport.Contains(gfx::Rect(0, 50, 100, 100)));
+
+ // Move viewport down 50 and right 10 pixels.
+ gfx::Rect down_right_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(10, 50, 100, 100));
+
+ EXPECT_EQ(10, down_right_skewport.x());
+ EXPECT_EQ(50, down_right_skewport.y());
+ EXPECT_EQ(120, down_right_skewport.width());
+ EXPECT_EQ(175, down_right_skewport.height());
+ EXPECT_TRUE(down_right_skewport.Contains(gfx::Rect(10, 50, 100, 100)));
+
+ // Move viewport left.
+ gfx::Rect left_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(-50, 0, 100, 100));
+
+ EXPECT_EQ(-125, left_skewport.x());
+ EXPECT_EQ(0, left_skewport.y());
+ EXPECT_EQ(175, left_skewport.width());
+ EXPECT_EQ(100, left_skewport.height());
+ EXPECT_TRUE(left_skewport.Contains(gfx::Rect(-50, 0, 100, 100)));
+
+ // Expand viewport.
+ gfx::Rect expand_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(-50, -50, 200, 200));
+
+ // x and y moved by -75 (-50 - 75 = -125).
+ // right side and bottom side moved by 75 [(350 - 125) - (200 - 50) = 75].
+ EXPECT_EQ(-125, expand_skewport.x());
+ EXPECT_EQ(-125, expand_skewport.y());
+ EXPECT_EQ(350, expand_skewport.width());
+ EXPECT_EQ(350, expand_skewport.height());
+ EXPECT_TRUE(expand_skewport.Contains(gfx::Rect(-50, -50, 200, 200)));
+
+ // Expand the viewport past the limit.
+ gfx::Rect big_expand_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(-500, -500, 1500, 1500));
+
+ EXPECT_EQ(-575, big_expand_skewport.x());
+ EXPECT_EQ(-575, big_expand_skewport.y());
+ EXPECT_EQ(1650, big_expand_skewport.width());
+ EXPECT_EQ(1650, big_expand_skewport.height());
+ EXPECT_TRUE(big_expand_skewport.Contains(gfx::Rect(-500, -500, 1500, 1500)));
+}
+
+TEST(PictureLayerTilingTest, ComputeSkewport) {
+ FakePictureLayerTilingClient client;
+ scoped_ptr<TestablePictureLayerTiling> tiling;
+
+ gfx::Rect viewport(0, 0, 100, 100);
+ gfx::Size layer_bounds(200, 200);
+
+ client.SetTileSize(gfx::Size(100, 100));
+ tiling = TestablePictureLayerTiling::Create(1.0f, layer_bounds, &client);
+
+ tiling->UpdateTilePriorities(ACTIVE_TREE, viewport, 1.f, 1.0);
+
+ // Move viewport down 50 pixels in 0.5 seconds.
+ gfx::Rect down_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(0, 50, 100, 100));
+
+ EXPECT_EQ(0, down_skewport.x());
+ EXPECT_EQ(50, down_skewport.y());
+ EXPECT_EQ(100, down_skewport.width());
+ EXPECT_EQ(200, down_skewport.height());
+
+ // Shrink viewport.
+ gfx::Rect shrink_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(25, 25, 50, 50));
+
+ EXPECT_EQ(25, shrink_skewport.x());
+ EXPECT_EQ(25, shrink_skewport.y());
+ EXPECT_EQ(50, shrink_skewport.width());
+ EXPECT_EQ(50, shrink_skewport.height());
+
+ // Move viewport down 50 and right 10 pixels.
+ gfx::Rect down_right_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(10, 50, 100, 100));
+
+ EXPECT_EQ(10, down_right_skewport.x());
+ EXPECT_EQ(50, down_right_skewport.y());
+ EXPECT_EQ(120, down_right_skewport.width());
+ EXPECT_EQ(200, down_right_skewport.height());
+
+ // Move viewport left.
+ gfx::Rect left_skewport =
+ tiling->ComputeSkewport(1.5, gfx::Rect(-20, 0, 100, 100));
+
+ EXPECT_EQ(-60, left_skewport.x());
+ EXPECT_EQ(0, left_skewport.y());
+ EXPECT_EQ(140, left_skewport.width());
+ EXPECT_EQ(100, left_skewport.height());
+
+ // Expand viewport in 0.2 seconds.
+ gfx::Rect expanded_skewport =
+ tiling->ComputeSkewport(1.2, gfx::Rect(-5, -5, 110, 110));
+
+ EXPECT_EQ(-30, expanded_skewport.x());
+ EXPECT_EQ(-30, expanded_skewport.y());
+ EXPECT_EQ(160, expanded_skewport.width());
+ EXPECT_EQ(160, expanded_skewport.height());
+}
+
+TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
+ FakePictureLayerTilingClient client;
+ scoped_ptr<TestablePictureLayerTiling> tiling;
+
+ gfx::Rect viewport(0, 0, 100, 100);
+ gfx::Size layer_bounds(200, 200);
+
+ client.SetTileSize(gfx::Size(10, 10));
+
+ // Tiling at 0.25 scale: this should create 36 tiles (6x6) of size 10x10.
+ // The reason is that each tile has a one pixel border, so tile at (1, 2)
+ // for instance begins at (8, 16) pixels. So tile at (5, 5) will begin at
+ // (40, 40) and extend right to the end of 200 * 0.25 = 50 edge of the
+ // tiling.
+ tiling = TestablePictureLayerTiling::Create(0.25f, layer_bounds, &client);
+ gfx::Rect viewport_in_content_space =
+ gfx::ToEnclosedRect(gfx::ScaleRect(viewport, 0.25f));
+
+ tiling->UpdateTilePriorities(ACTIVE_TREE, viewport, 1.f, 1.0);
+
+ // Sanity checks.
+ for (int i = 0; i < 6; ++i) {
+ for (int j = 0; j < 6; ++j) {
+ EXPECT_TRUE(tiling->TileAt(i, j)) << "i: " << i << " j: " << j;
+ }
+ }
+ for (int i = 0; i < 7; ++i) {
+ EXPECT_FALSE(tiling->TileAt(i, 6)) << "i: " << i;
+ EXPECT_FALSE(tiling->TileAt(6, i)) << "i: " << i;
+ }
+
+ // No movement in the viewport implies that tiles will either be NOW
+ // or EVENTUALLY.
+ bool have_now = false;
+ bool have_eventually = false;
+ for (int i = 0; i < 6; ++i) {
+ for (int j = 0; j < 6; ++j) {
+ Tile* tile = tiling->TileAt(i, j);
+ TilePriority priority = tile->priority(ACTIVE_TREE);
+
+ if (viewport_in_content_space.Intersects(tile->content_rect())) {
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ have_now = true;
+ } else {
+ EXPECT_EQ(TilePriority::EVENTUALLY, priority.priority_bin);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ have_eventually = true;
+ }
+ }
+ }
+
+ EXPECT_TRUE(have_now);
+ EXPECT_TRUE(have_eventually);
+
+ // Spot check some distances.
+ // Tile at 5, 1 should begin at 41x9 in content space (without borders),
+ // so the distance to a viewport that ends at 25x25 in content space
+ // should be 17 (41 - 25 + 1). In layer space, then that should be
+ // 17 / 0.25 = 68 pixels.
+
+ // We can verify that the content rect (with borders) is one pixel off
+ // 41,9 8x8 on all sides.
+ EXPECT_EQ(tiling->TileAt(5, 1)->content_rect().ToString(), "40,8 10x10");
+
+ TilePriority priority = tiling->TileAt(5, 1)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(2, 5)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(3, 4)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(40.f, priority.distance_to_visible);
+
+ // Move the viewport down 40 pixels.
+ viewport = gfx::Rect(0, 40, 100, 100);
+ viewport_in_content_space =
+ gfx::ToEnclosedRect(gfx::ScaleRect(viewport, 0.25f));
+ gfx::Rect skewport = tiling->ComputeSkewport(2.0, viewport_in_content_space);
+
+ EXPECT_EQ(0, skewport.x());
+ EXPECT_EQ(10, skewport.y());
+ EXPECT_EQ(25, skewport.width());
+ EXPECT_EQ(35, skewport.height());
+
+ tiling->UpdateTilePriorities(ACTIVE_TREE, viewport, 1.f, 2.0);
+
+ have_now = false;
+ have_eventually = false;
+ bool have_soon = false;
+
+ // Viewport moved, so we expect to find some NOW tiles, some SOON tiles and
+ // some EVENTUALLY tiles.
+ for (int i = 0; i < 6; ++i) {
+ for (int j = 0; j < 6; ++j) {
+ Tile* tile = tiling->TileAt(i, j);
+ TilePriority priority = tile->priority(ACTIVE_TREE);
+
+ if (viewport_in_content_space.Intersects(tile->content_rect())) {
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ have_now = true;
+ } else if (skewport.Intersects(tile->content_rect())) {
+ EXPECT_EQ(TilePriority::SOON, priority.priority_bin);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ have_soon = true;
+ } else {
+ EXPECT_EQ(TilePriority::EVENTUALLY, priority.priority_bin);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ have_eventually = true;
+ }
+ }
+ }
+
+ EXPECT_TRUE(have_now);
+ EXPECT_TRUE(have_soon);
+ EXPECT_TRUE(have_eventually);
+
+ priority = tiling->TileAt(5, 1)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(2, 5)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(28.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(3, 4)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+
+ // Change the underlying layer scale.
+ tiling->UpdateTilePriorities(ACTIVE_TREE, viewport, 2.0f, 3.0);
+
+ priority = tiling->TileAt(5, 1)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(34.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(2, 5)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(14.f, priority.distance_to_visible);
+
+ priority = tiling->TileAt(3, 4)->priority(ACTIVE_TREE);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+}
+
TEST(PictureLayerTilingTest, ExpandRectEqual) {
gfx::Rect in(40, 50, 100, 200);
gfx::Rect bounds(-1000, -1000, 10000, 10000);
tiling_->UpdateTilePriorities(
ACTIVE_TREE,
- layer_bounds, // device viewport
- gfx::Rect(layer_bounds), // viewport in layer space
gfx::Rect(layer_bounds), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 10000); // max tiles in tile manager
+ 1.f, // current contents scale
+ 1.0); // current frame time
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, true));
// Make the viewport rect empty. All tiles are killed and become zombies.
- tiling_->UpdateTilePriorities(
- ACTIVE_TREE,
- layer_bounds, // device viewport
- gfx::Rect(), // viewport in layer space
- gfx::Rect(), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 2.0, // current frame time
- 10000); // max tiles in tile manager
+ tiling_->UpdateTilePriorities(ACTIVE_TREE,
+ gfx::Rect(), // visible content rect
+ 1.f, // current contents scale
+ 2.0); // current frame time
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, false));
}
tiling_->UpdateTilePriorities(
ACTIVE_TREE,
- layer_bounds, // device viewport
- giant_rect, // viewport in layer space
gfx::Rect(layer_bounds), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 10000); // max tiles in tile manager
+ 1.f, // current contents scale
+ 1.0); // current frame time
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, true));
// If the visible content rect is empty, it should still have live tiles.
- tiling_->UpdateTilePriorities(
- ACTIVE_TREE,
- layer_bounds, // device viewport
- giant_rect, // viewport in layer space
- gfx::Rect(), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 2.0, // current frame time
- 10000); // max tiles in tile manager
+ tiling_->UpdateTilePriorities(ACTIVE_TREE,
+ giant_rect, // visible content rect
+ 1.f, // current contents scale
+ 2.0); // current frame time
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, true));
}
gfx::Rect viewport_rect(1100, 0, 1000, 1000);
EXPECT_FALSE(viewport_rect.Intersects(gfx::Rect(layer_bounds)));
- tiling_->UpdateTilePriorities(
- ACTIVE_TREE,
- layer_bounds, // device viewport
- viewport_rect, // viewport in layer space
- gfx::Rect(), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 10000); // max tiles in tile manager
+ tiling_->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_rect, // visible content rect
+ 1.f, // current contents scale
+ 1.0); // current frame time
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, true));
}
gfx::Rect visible_rect(8000, 8000, 50, 50);
- tiling_->UpdateTilePriorities(
- ACTIVE_TREE,
- layer_bounds, // device viewport
- gfx::Rect(layer_bounds), // viewport in layer space
- visible_rect, // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 1); // max tiles in tile manager
+ set_max_tiles_for_interest_area(1);
+ tiling_->UpdateTilePriorities(ACTIVE_TREE,
+ visible_rect, // visible content rect
+ 1.f, // current contents scale
+ 1.0); // current frame time
VerifyTiles(1.f,
gfx::Rect(layer_bounds),
base::Bind(&TilesIntersectingRectExist, visible_rect, true));
VerifyTilesExactlyCoverRect(1.f, gfx::Rect(layer_bounds));
VerifyTiles(1.f, gfx::Rect(layer_bounds), base::Bind(&TileExists, false));
+ set_max_tiles_for_interest_area(1);
tiling_->UpdateTilePriorities(
ACTIVE_TREE,
- layer_bounds, // device viewport
- gfx::Rect(layer_bounds), // viewport in layer space
gfx::Rect(layer_bounds), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 1); // max tiles in tile manager
+ 1.f, // current contents scale
+ 1.0); // current frame time
int num_tiles = 0;
VerifyTiles(1.f,
active_set.UpdateTilePriorities(
PENDING_TREE,
- layer_bounds, // device viewport
- gfx::Rect(layer_bounds), // viewport in layer space
gfx::Rect(layer_bounds), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 10000); // max tiles in tile manager
+ 1.f, // current contents scale
+ 1.0); // current frame time
// The active tiling has tiles now.
VerifyTiles(active_set.tiling_at(0),
// pending tiling should get tiles.
pending_set.UpdateTilePriorities(
PENDING_TREE,
- layer_bounds, // device viewport
- gfx::Rect(layer_bounds), // viewport in layer space
gfx::Rect(layer_bounds), // visible content rect
- layer_bounds, // last layer bounds
- layer_bounds, // current layer bounds
- 1.f, // last contents scale
- 1.f, // current contents scale
- gfx::Transform(), // last screen transform
- gfx::Transform(), // current screen transform
- 1.0, // current frame time
- 10000); // max tiles in tile manager
+ 1.f, // current contents scale
+ 1.0); // current frame time
VerifyTiles(pending_set.tiling_at(0),
1.f,
scoped_ptr<TestablePictureLayerTiling> tiling;
gfx::Size device_viewport(800, 600);
- gfx::Rect visible_layer_rect(0, 0, 200, 200);
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
- gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
gfx::Rect viewport_in_layer_space = ViewportInLayerSpace(
current_screen_transform, device_viewport);
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
}
TEST(UpdateTilePrioritiesTest, OffscreenTiles) {
scoped_ptr<TestablePictureLayerTiling> tiling;
gfx::Size device_viewport(800, 600);
- gfx::Rect visible_layer_rect(0, 0, 0, 0); // offscreen; nothing is visible.
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
current_screen_transform.Translate(850, 0);
last_screen_transform = current_screen_transform;
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario tiles on the right hand side should have a
// larger distance to visible.
TilePriority left = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
TilePriority right = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(right.distance_to_visible_in_pixels,
- left.distance_to_visible_in_pixels);
+ EXPECT_GT(right.distance_to_visible, left.distance_to_visible);
left = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
right = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(right.distance_to_visible_in_pixels,
- left.distance_to_visible_in_pixels);
+ EXPECT_GT(right.distance_to_visible, left.distance_to_visible);
}
TEST(UpdateTilePrioritiesTest, PartiallyOffscreenLayer) {
scoped_ptr<TestablePictureLayerTiling> tiling;
gfx::Size device_viewport(800, 600);
- gfx::Rect visible_layer_rect(0, 0, 100, 100); // only top quarter.
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
current_screen_transform.Translate(705, 505);
last_screen_transform = current_screen_transform;
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
TEST(UpdateTilePrioritiesTest, PartiallyOffscreenRotatedLayer) {
scoped_ptr<TestablePictureLayerTiling> tiling;
gfx::Size device_viewport(800, 600);
- gfx::Rect visible_layer_rect(0, 0, 100, 100); // only top-left quarter.
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
// A diagonally rotated layer that is partially off the bottom of the screen.
// In this configuration, only the top-left tile would be visible.
- current_screen_transform.Translate(400, 550);
+ current_screen_transform.Translate(600, 750);
current_screen_transform.RotateAboutZAxis(45);
last_screen_transform = current_screen_transform;
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario the bottom-right tile should have the larger
// distance to visible.
TilePriority top_left = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
TilePriority top_right = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- TilePriority bottom_left = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
TilePriority bottom_right = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(top_right.distance_to_visible_in_pixels,
- top_left.distance_to_visible_in_pixels);
- EXPECT_GT(bottom_left.distance_to_visible_in_pixels,
- top_left.distance_to_visible_in_pixels);
-
- EXPECT_GT(bottom_right.distance_to_visible_in_pixels,
- bottom_left.distance_to_visible_in_pixels);
- EXPECT_GT(bottom_right.distance_to_visible_in_pixels,
- top_right.distance_to_visible_in_pixels);
+ EXPECT_GT(top_right.distance_to_visible, top_left.distance_to_visible);
+
+ EXPECT_EQ(bottom_right.distance_to_visible, top_right.distance_to_visible);
}
TEST(UpdateTilePrioritiesTest, PerspectiveLayer) {
gfx::Rect visible_layer_rect(0, 0, 0, 0); // offscreen.
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
// A 3d perspective layer rotated about its Y axis, translated to almost
// fully offscreen. The left side will appear closer (i.e. larger in 2d) than
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
// All tiles will have a positive distance_to_visible
// and an infinite time_to_visible.
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario the top-left distance_to_visible
// will be smallest, followed by top-right. The bottom layers
TilePriority top_right = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
TilePriority bottom_left = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
TilePriority bottom_right = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(top_right.distance_to_visible_in_pixels,
- top_left.distance_to_visible_in_pixels);
- EXPECT_GT(bottom_right.distance_to_visible_in_pixels,
- top_right.distance_to_visible_in_pixels);
+ EXPECT_GT(bottom_right.distance_to_visible, top_right.distance_to_visible);
- EXPECT_GT(bottom_left.distance_to_visible_in_pixels,
- top_left.distance_to_visible_in_pixels);
+ EXPECT_GT(bottom_left.distance_to_visible, top_left.distance_to_visible);
}
TEST(UpdateTilePrioritiesTest, PerspectiveLayerClippedByW) {
scoped_ptr<TestablePictureLayerTiling> tiling;
gfx::Size device_viewport(800, 600);
- gfx::Rect visible_layer_rect(0, 0, 0, 0); // offscreen.
gfx::Size last_layer_bounds(200, 200);
gfx::Size current_layer_bounds(200, 200);
- float last_layer_contents_scale = 1.f;
float current_layer_contents_scale = 1.f;
gfx::Transform last_screen_transform;
gfx::Transform current_screen_transform;
double current_frame_time_in_seconds = 1.0;
- size_t max_tiles_for_interest_area = 10000;
// A 3d perspective layer rotated about its Y axis, translated to almost
// fully offscreen. The left side will appear closer (i.e. larger in 2d) than
current_layer_bounds,
&client);
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
// Left-side tiles will be clipped by the transform, so we have to assume
// they are visible just in case.
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Right-side tiles will have a positive distance_to_visible
// and an infinite time_to_visible.
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
TEST(UpdateTilePrioritiesTest, BasicMotion) {
gfx::Transform current_screen_transform;
double last_frame_time_in_seconds = 1.0;
double current_frame_time_in_seconds = 2.0;
- size_t max_tiles_for_interest_area = 10000;
// Offscreen layer is coming closer to viewport at 1000 pixels per second.
current_screen_transform.Translate(1800, 0);
&client);
// previous ("last") frame
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- last_layer_bounds,
- last_layer_contents_scale,
- last_layer_contents_scale,
- last_screen_transform,
- last_screen_transform,
- last_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ last_layer_contents_scale,
+ last_frame_time_in_seconds);
// current frame
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(1.f,
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(1.f,
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// time_to_visible for the right hand side layers needs an extra 0.099
// seconds because this tile is 99 pixels further away.
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(1.099f,
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(1.099f,
- priority.time_to_visible_in_seconds);
+ EXPECT_GT(priority.distance_to_visible, 0.f);
+ EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
TEST(UpdateTilePrioritiesTest, RotationMotion) {
gfx::Transform current_screen_transform;
double last_frame_time_in_seconds = 1.0;
double current_frame_time_in_seconds = 2.0;
- size_t max_tiles_for_interest_area = 10000;
// Rotation motion is set up specifically so that:
// - rotation occurs about the center of the layer
&client);
// previous ("last") frame
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- last_layer_bounds,
- last_layer_contents_scale,
- last_layer_contents_scale,
- last_screen_transform,
- last_screen_transform,
- last_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ last_layer_contents_scale,
+ last_frame_time_in_seconds);
// current frame
- tiling->UpdateTilePriorities(
- ACTIVE_TREE,
- device_viewport,
- viewport_in_layer_space,
- visible_layer_rect,
- last_layer_bounds,
- current_layer_bounds,
- last_layer_contents_scale,
- current_layer_contents_scale,
- last_screen_transform,
- current_screen_transform,
- current_frame_time_in_seconds,
- max_tiles_for_interest_area);
+ tiling->UpdateTilePriorities(ACTIVE_TREE,
+ viewport_in_layer_space,
+ current_layer_contents_scale,
+ current_frame_time_in_seconds);
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 1));
TilePriority priority = tiling->TileAt(0, 0)->priority(ACTIVE_TREE);
- EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible_in_pixels);
- EXPECT_FLOAT_EQ(0.f, priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(0, 1)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_GT(priority.time_to_visible_in_seconds, 0.f);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
priority = tiling->TileAt(1, 0)->priority(ACTIVE_TREE);
- EXPECT_GT(priority.distance_to_visible_in_pixels, 0.f);
- EXPECT_FLOAT_EQ(std::numeric_limits<float>::infinity(),
- priority.time_to_visible_in_seconds);
+ EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
+ EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
}
} // namespace